Advice on running doom iwads

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John101
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Advice on running doom iwads

Post by John101 »

Hey, Community I am working on a 3d engine for doom well it's not been my first engine ever made but I wanted to make a whole remake of doom and still keep the original aspect you all know and love about what made doom great. So, I thought I would ask Is there some code I could look at on GitHub or somewhere else that could give me an idea on how to run doom Iwads in my new engine with parameters like most doom source ports are designed to run. Because Doom 3 BFG uses a method for running the Iwads also so there should be a way to do this.
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wildweasel
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Re: Advice on running doom iwads

Post by wildweasel »

John101 wrote:So, I thought I would ask Is there some code I could look at on GitHub or somewhere else that could give me an idea on how to run doom Iwads in my new engine with parameters like most doom source ports are designed to run.
Here's the complete GZDoom source code.
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Kinsie
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Re: Advice on running doom iwads

Post by Kinsie »

I could have swore there were lightweight libraries floating around for reading and manipulating WAD files, but I'm coming up short. The closest I could find was this copy of libwad in the Sonic Robo Blast 2 source.
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Graf Zahl
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Re: Advice on running doom iwads

Post by Graf Zahl »

The only reason that ZDoom's resource management isn't lightweight is the support for all the different formats. The WAD reader itself is not that complicated.
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